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Khronos Group Announces Release of Vulkan 1.0 (phoronix.com)

An anonymous reader writes: Vulkan 1.0 was released this morning as a surprise for those looking towards a high-performance, cross-platform (everyone but Apple) API. In a lengthy overview of Vulkan 1.0, the stage is set for making Vulkan what it's been talked up to be, but it's not there yet for end-users to fully enjoy: NVIDIA has conformant drivers out for major platforms, AMD doesn't have any conformant driver yet, and Intel only has a conformant Linux driver. The lone launch title for Vulkan 1.0 is Talos Principle, but don't expect it to perform better than the OpenGL port at this time. While it's easy for many game developers to port to Vulkan, it will require significant investment to make the engines really much faster than their OpenGL/DirectX11-geared code-bases while new games should be much better from the start when designed around this lower-level API. The spec will be available at Khronos.org and the Vulkan SDK is available from LunarG.com.

10 of 77 comments (clear)

  1. OpenGL is dead. Long live OpenGL! by jfbilodeau · · Score: 3, Insightful

    As a developer working with OpenGL, I think that Vulcan is what OpenGL 3/4 should have been.

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    1. Re:OpenGL is dead. Long live OpenGL! by sbaker · · Score: 3, Interesting

      Well, kinda. For those who have to write extremely high performance graphics code and need to work close to the bare metal - Vulkan is the answer. For those who need not much more than a spinning cube - OpenGL/GLES/WebGL are still the answer. Actually, even for a lot of people who need high performance graphics code - they may well be working with middleware that uses Vulkan rather than with Vulkan itself.

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  2. Re:Who? What? Huh? by Lord+Crc · · Score: 5, Informative

    Khronos Group is responsible for the OpenGL and OpenCL standards.

    They've had a lot of internal fighting over the future of OpenGL for many years. Real-time 3d engine developers (ie games) wanted to remove a lot of cruft and expose the hardware more, while CAD and other groups were happy with how things were. For years nothing much happened. This is the same fight which made OpenGL 2 so delayed.

    Then AMD released their proprietary Mantle API a few years ago, which amongst other things was much lower level than OpenGL or DirectX at the time, allowing 3d engine developers to extract much more from the hardware.

    AMD offered Mantle to Khronos which picked it up, polished it and named it Vulkan.

    Now CAD folks can keep their OpenGL, while real-time 3d folks can enjoy extracting the maximum from the hardware with Vulkan.

    At least that's how I remember it.

  3. Intel already has Open Source Support by CajunArson · · Score: 4, Interesting

    Intel has already published open source Vulkan support in a new Mesa branch: https://cgit.freedesktop.org/m...

    Nvidia also has Linux Vulkan support in its newest beta driver.

    AMD... uh... has a beta driver for Windows. Not even an announcement of Linux support. Yeah, so much for AMD having an insurmountable lead or anything.

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    1. Re:Intel already has Open Source Support by CajunArson · · Score: 4, Interesting

      It's true that Vulkan inherits some things from Mantle (mostly using separate command buffers without global state and dropping the old-school OpenGL graphics context). However, there are also major differences from Mantle including the use of GLSL instead of HLSL (Microsoft's shader langauge) and the SPIR-V intermediate layer is a major part of Vulkan that literally has no equivalent in Mantle.

      On top of all that: Mantle only ever existed as a beta-quality driver for Windows. Despite some talk about cross-platform, it never ran under anything other than Windows, and even AMD's new graphics cards like the R9-Fury run *worse* on the old Mantle driver than they do under DX11.

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  4. Re:It's not always necessary to invent new words by kbonin · · Score: 4, Insightful

    I feel that performant embiggens our language...

  5. Re:Hard to develop, though by Xest · · Score: 3, Insightful

    Isn't that the case anyway? 99% of games that come out nowadays seem to be based on things like Unreal, Unity, or the big publishers own in house engines like Frostbite.

    The amount of people actually doing low level stuff seems to have diminished rapidly over the last decade as engines have become more flexible and it's really just turned into a battle over who has the best toolset and content pipeline now.

    So even the big engineering teams don't seem to be expending much effort into engine development - publishers like Ubisoft and EA seem to have many tens of development teams and yet only seem to be using a few different engines across all those teams - certainly the days of every team building their game up from scratch engine and all are long long gone.

  6. Re:Who? What? Huh? by Anubis+IV · · Score: 3, Informative

    More or less, the group responsible for OpenGL (Khronos) has announced the release of their graphics API (Vulkan) that competes more directly with modern graphics APIs such as Microsoft's DirectX 12 and Apple's Metal.

    Previously, OpenGL and DirectX (11 and earlier) provided very high-level APIs with decades of legacy cruft attached that bogged things down. Developers of graphics-intensive applications (e.g. games, VR, etc.) have been clamoring for lower-level APIs that allow them to circumvent the cruft by giving them more direct access to the hardware, since the hardware is capable of much more than what those high-level APIs were allowing. AMD's Mantle, Apple's Metal, and Microsoft's DirectX 12 were APIs in that vein, all of which were released last year. For various reasons, AMD donated Mantle to Khronos last year. After a bit of refinement and retuning so that it could operate in a cross-platform capacity (rather than being restricted to AMD hardware) Khronos has released Mantle today under its new name of Vulkan.

    The reason this is big news is because it's the last of the major graphics APIs we're expecting to see released this generation. Vulkan is effectively serving as the successor to OpenGL, and it'll likely soon become the go-to graphics API for Linux app development, displacing OpenGL. The release of Vulkan allows Linux graphics to stay competitive in terms of performance with Windows and OS X. Without Vulkan, Linux apps would be stuck with OpenGL, which is quickly falling behind the modern APIs.

  7. Re:Who? What? Huh? by pjt33 · · Score: 3, Insightful

    The point of summaries is to summarise. If you have to read the article in order to understand the summary, then why not eliminate the summary entirely?

  8. API documenation by Gravis+Zero · · Score: 3, Informative

    check out the API cheatsheet

    the rest of the API documentation is here: https://www.khronos.org/regist...

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